Galactic Ruler Early Access Updates Plan

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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Big improvement to how commodity trading is done, much easier to meet Energy demands. Maybe it's too easy now. We've also done a major rebalancing of early game space units. Also added a new facility to help defend your homeworld from pirates in the early game.

FastTrack v.805:
  • Combat stats of all early game units rebalanced. Battles should be much more interesting.
  • Resource department, market trades, new controls to set "target supply" for each commodity
  • --- Locking the commodity will reset the slider to neutral, but can be adjust to order more trades
  • Resource department, market controls, Build Export now allows putting goods into "crates" in your space dock which can then move to your transport ships
  • --- This system for setting crates size has some inherent flaws and is a temporary solution. How you set the quantity for the crate will be changed in a future update.
  • Space Engineers are now capable of dropping on planets. Can be consumed to produce a spaceport on new worlds to exploit them.
  • Pirate crews increased so they can capture and be more piratey
  • New Defense Platform facility added for system level, early homeworld defense
  • Terrain graphic optimizations
  • Pirates will declare war if a faction incurs (crosses into their territory)
  • Resolved conflict between mouse drag and mouse right click
  • Internal DaysPerYear changed to 100 from 365 (should be fine…)
  • Various minor UI fixes, engine fixes and optimizations
  • Tutorial 2 much improved, nearly complete
  • Tutorial 3 updates (still ends abruptly, but working)
  • Tech tree balance of "leads to" technology links improved
  • Localization and text fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

This version makes some significant changes to how new planets are claimed by factions. Each Orbital Station you build establishes a colony at that planet. Orbital Station used to be called Space Dock, but that name caused confusion. A few names were updated. We've also added some new facilities including the Harvester. Orbital Stations cannot be placed on asteroids, instead you build a harvester nearby and it sends workers to the asteroid.

Major fixes have also been down to how colonies are created. The engineering ships and colony ships now bring along a "starting stock" of goods and some population so you can get things running in your new colony. The trading system had major fixes so you can use diplomacy to ship resources to and from colonies. We also fixed the crate system that lets you micromanage resource trades if you choose.

Space combat balance also got another full pass with massive changes. Space battles should be more interesting now, but more changes are likely.

FastTrack v.819:
  • Building an Orbital Station now creates a colony at space level
  • --- Faction no longer dead if no planet
  • --- Engineer includes starting FInished Goods and starting military personnel to get more facilities online
  • --- Added Orbtial Storage facility for system level. Replaces Spaceport for planets with no surface. Trade of resource requires either a Spaceport or an Orbital Storage
  • Some facilities renamed to reduce confusion
  • Fixes to ownership when an orbital station is destroyed/captured
  • Fixes to Resource department, creating crates for transport
  • Fixes to Diplomacy screens for interaction with colonies
  • --- What was a Space Dock is now an Orbital Station, etc.
  • New facility - Harvester.
  • --- Set rally point on an asteroid to "mine" for Ore resources. Spawns 2 workers.
  • Beacon changed from "facility" type to "unit" type. Might still have some odd behaviours
  • --- Button added to system level UI, top left, to cycle through beacon locations.
  • Building Spaceport on non-breathable planets works to place initial Outpost, but expansion/capture of territory still no working (in progress)
  • Orbital Station Launch Pad facility added. If someone blows up your Orbital Station, you can build this on planet to launch a new station.
  • Ability to switch to colony at system level added. More UI elements planned to make switching to your colony easier. Watch for this in future updates.
  • Beam weapons no longer provided by default, must be researched for ships to use them.
  • --- tech tree updated for clearer path through beam weapons
  • Tech Tree change - removed Dark Matter from the game. Trade can now meet required power needs, Dark Matter created some issues
  • Unit selection updated. Empire can still select colony units but as colony the player cannot interact with the empire's units, only it's own units
  • Drones no longer allowed to deploy beacons, only Survey Ships and Engineers.
  • Game lobby, advanced options, players can now select a starting force size of up to "massive" space fleet. Affects all spacefaring regions.Not in multiplayer yet.
  • Combat stats of space units and weapons platforms rebalanced again, further improvements
  • Tutorial chapter 2 complete, progress on chapter 3
  • Various UI and Graphic fixes
  • OMN now show on level up hex
  • Space facilities no longer need hex loyalty to use destroy command
  • Fixes to visual effects for smoke and shots
  • Fixes to unit use of "attack facility" rules
  • Emblems (flags) for colonies updated
  • Updates to sound engine / track switch timing
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

The colony system has gone through further significant changes. Testing from the last update quickly revealed that it was causing players to have too many different colonies, many of them very minor strategic positions for the player. The new rules attempt to keep clusters of colonies under a single owner if they have only system level assets. The clearest example is a player adding orbital stations to the moons of their homeworld now retains ownership of those stations and by extension any shipyards built there. If players later establish an outpost or colony on one of those moons, the orbital station ownership shifts to belong to the colony.

This update also unlocks 3 more races; the Breel, the Gulthian and the Dicapse. This brings the number of playable factions up to 13. We've also reduced the galaxy sizes. In testing we found it spread players too far across the galaxy. This will continue to be evaluated and additional advanced options for size are planned.

FastTrack v.829:
  • Three new factions available
  • Changes to colonization system
  • --- Orbital stations on moons will stay owned by the same faction where possible
  • --- Taking a planet will switch the Orbital Station ownership when relevant
  • --- Fixes to taking territory on non-breathable worlds
  • --- Colonies of colonies become colonies of the empire
  • --- Colonies providing initial stock of goods and personnel
  • Fixes and improvements to diplomatic trades
  • Galaxy sizes reduced by half - may be increased again later in development
  • Ballistic shot graphic colour at space level updated
  • Improvements to Tutorial chapters 2 and 3
  • Fixes to 3D model lighting system
  • Improvements to galaxy generation - asteroid placement
  • Fixes to resource trading with Merchant AI
  • Fixes to crate management
  • Fixes to beam weapon system
  • Updates to game cursor system
  • Various sound, UI and graphics updates
  • Unit Orders list now has tooltips for order details (partially written, ongoing)
  • Planet type names shown, might create some mismatch types (work ongoing)
  • 4K scaling fixes to slider bar graphics
  • Tech tree changes, FTL transport ship now available earlier
  • Added self destruct order
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Two major changes in this new update. First is that in the game lobby, advanced options, a slider has now been provided to set the exact number of systems you would like in your galaxy. This goes from 2 to 200. The default sizes remain 25 / 35 / 50 / 75 / 100. Second is that population migration has been implemented. New minister priorities have been added for setting if you'd prefer an immigration or emigration policy for a selected world. This allows players to use their governors to shift population between planets. The governor priority screen is also being rebuilt, so is functional but very ugly at this time.

We've also continued work on the colony game mechanics, those should be mostly complete at this time. It's now possible to claim territory on non-breathable worlds and expand the area you own. Colonies also have proper access to ship designs for their faction if they have the required technology.

The tutorial system has also gotten some updates with an improved highlight circle, more use of highlights, and an audio cue when an objective is completed. That's smaller stuff, but could be very helpful for new players.

FastTrack v.846:
  • Advanced Lobby option now allows setting galaxy to any size between 2 systems and 200 systems
  • Migration system implementation in progress
  • --- Homeworld will constantly send population to the colonies until equal in size.
  • --- Treaties added to set immigration/emigration policy, but don't change the policies yet. Due for next update
  • Fixes to trade and treaties with colonies and other regions
  • Fixed colonies access to unit designs
  • Updated research list UI to show what techs provide unit designs
  • Fixed supply growth on non-breathable worlds. Cannot capture with units, only with engineers and extending supply levels.
  • Optimizations of galaxy creation code
  • Major rebalance of planet types and atmospheres. New visuals added, still in progress for more
  • Fixed alien world terrain tree textures
  • Updates to AI facility build routines
  • Additional ship models for recently added races (Breel, Gultian, Dicapse)
  • Ore Harvester facilities auto select nearest asteroid for harvesting
  • Added suggested location for placing new colony on planet (shows as circle with star)
  • Game speed bars red when paused
  • Help message highlight circle updated
  • Audio cue plays when an objective is completed
  • More on map notifications for both valid and invalid actions for better feedback
  • Fixes to custom cursors
  • Fixed flag of homeworld changed if you use an engineer to build a spaceport on the homeworld
  • Fixed some multiplayer sync errors but some may still remain
  • AI will stop handling emails while player is "switched-to" that player
  • Fixes to self destruct order, added to right click list of options at location with a beacon
  • Fixed latest headline for alert messages
  • Updated grid/hide conditions for quick action buttons on unit lists in Command
  • Governor Priority popup redesign started - looks ugly for now but works better
  • No longer allowed to build cities on worlds of incompatible atmospheres
  • Updates to planet popup but work still in progress
  • Updates to planet HUDs to better communicate colony parents and planet ownership
  • Various crash fixes
  • Tutorial Updates
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Quick turnaround for this fasttrack as it was discovered that the last fast track often didn't create a valid galaxy level.

This version has a lot of fixes, but also makes big improvements to how players can use the AI to reduce their own micromanagement frustrations. The "low" overall initiative is now balanced to just survey around the system a ship is in. They won't go running all around the galaxy until you set it to much higher levels.

FastTrack v.853:
  • Fixed a bug that would delete the galaxy. Oops
  • Fixes to scrapping code
  • Fixed potential unit orders multiplayer sync issues
  • Fixes to capture orders and feedback messages
  • Fixes to planet types (ongoing)
  • Additional texture work for gaseous world (purple trees)
  • Improved AI unit selection system for responding to orders vs. specialty units
  • Fixes to units retreating constantly/can't find a base
  • Tutorial updates
  • Fixes to potential crash on harvesting
  • Fixes to potential crash with Orbital Station popup
  • Fixes to potential crash on faction info tooltip from faction emblem
  • Performance fixes for Merchant AI ship inventories
  • UI graphic updates
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Since we made some good progress on AI, we wanted to get another fasttrack pushed out. As of this new build, the various parts of the AI have been connected together such that it is now capable of assembling an invasion force, moving an invasion force, and deploying an invasion force. The AI will also take some basic strategic actions to support the invasion, but we plan to continue expanding and diversifying the AI tactics.

We've also made some big changes to the tech tree and the planet types, but AI tends to be of greater interest to most players.

This update will be a much larger download than normal due to a minor validation that was needed for all 3D model textures. Because of this, they are all seen as having been updated.

FastTrack v.867:
  • Basic AI space invasion implementation (testing ongoing)
  • Build Spaceport order renamed to Build Outpost (function is unchanged)
  • Major balance updates to planets composition and planet visuals
  • Major tech tree updates
  • Fixed action buttons in transport ships to manually pick up/drop off crates at stations
  • Updates to planet popup, controls of planet actions and governor priorities at system level
  • Tutorial Updates
  • Minor format validation on ALL game textures.
  • On map feedback for actions updated, new messages added
  • Fixes to capture of facilities
  • Fixes to trade between colonies and merchant AI
  • Fixed carrier capacity for transport ships of some factions that were zero
  • Doubled move speed of planetary and stellar transport ships
  • Various UI and graphic fixes
  • Updated slider graphic to have notch, but currently positioned too high
  • Further fixes to avoid "information bleed" of players seeing info on undiscovered factions
  • Fixed bug where building an orbital station changed player faction to AI controlled
  • Fixes to unit orders, player vs. AI action priority
  • Fixes to AI use of hotspots
  • Fixes to governor priority checking for governor actions
  • Updates to what planets each race can start on
  • Fixes to various 3D models for scale and components
  • Fixed game option to play with Fog of War turned off, regions properly "discovered"
  • Adjustments to order of availability for some treaties
  • Fixed player elimination if focused on a colony when the colony dies
  • Fixes to research not being used by some AI factions
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

The big addition this time is FTL pathing and waypoint support! Orders to systems out of range will now cause ships to make multiple jumps to reach their destination.

Further improvements have been made to AI, tech tree and the planet types. A lot of housekeeping changes in this update.

FastTrack v.874:
  • Fixed bug where planets would begin to "repair" and slowly increase in size (oops)
  • Fixed ship upgrade component system ( +5% is different than =5%...)
  • AI Invasion process updated (work ongoing)
  • FTL pathing added for long distances, AI and player units, including waypoints
  • Colonies can no longer declare war on parent region
  • Parent regions will auto accept offers made from colony
  • Planet types and visuals updated
  • Each faction now has a specific homeworld, all homeworlds have at least some food
  • Faction lore and storyline updates (work ongoing)
  • Tutorial updates
  • UI and Graphics updates
  • --- Slider bar shuttle position fixed
  • --- Advanced Orders at lobby, button is moved to lower right of basic options
  • --- Planet Popup functionality improved (work ongoing)
  • --- Planet HUDs significant updates, allies/enemies indicator add to ring around emblem
  • --- Fixed "clear all messages" button
  • --- Lists with regions, action buttons improved, more consistent
  • Tech tree updates
  • Fixes to trading with colonies
  • Fixes to units landing on planets without dropship specialty
  • Sound file updates
  • Fixed crash when placing waypoints for Ore Harvester facilities
  • Fixed potential crashes in various places
  • Updated various feedback messages
  • New Outpost facility created for colonies
  • Updated ballistic shot VFX movement/position
  • Pause system for messages additional option to control global "pause on events"
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Much of this update is ongoing fixes to existing processes, but there is now a "galaxy shroud", blackness where players have not yet explored. It still has issues if not playing on a 1920x1080 resolution, but we're working on that.

FastTrack v.885:
  • Fixes to FTL AI pathfinding and FTL orders
  • Optimizations to day end processing
  • Units won't move into neutral territory. Still don't exit if ownership changes, to be fixed later.
  • Units path around the star
  • Stars now have a "danger zone", units will take damage if they are too close.
  • Internal engine fixes to combat system and movement system
  • Addition of galaxy shroud
  • Tech effect for adjusting FTL charge speed implmented
  • Minor races now selected randomly
  • Various UI fixes, graphics fixes, message fixes
  • Colony trading added
  • Planet resource deposits are now rebalanced. Some planets are rich in resources, others nearly barren.
  • Top centre UI for "factions present in system/at planet" redesigned.
  • --- Shows parent regions, mouse over for list of colonies
  • Fixed "build a colony on allied planet converts faction to yours" bug
  • List controls in lists of regions updated (state department and bottom right)
  • Negotiations Popup redesigned, fixes to available categories
  • Adjustments to starting relationships for different region types (pirates, colonies, etc.)
  • List of galaxy types clipped to the 3 working types
  • Fixed bug where ships jumping to a system without beacon could arrive in the Oort cloud
  • First pirate leader picture added, more to come
  • Galactic Almanac button moved from lower left UI to lower right
  • Various crash bug fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Working hard to reach version 1.0! Here's the latest changes.

FastTrack v.899:
  • Welcome screen created for first time the game is played
  • Game Cutscene added
  • Game stability improvements
  • Final 2 factions added - Disciples and Plodders
  • Updates to lore and backstories
  • Steam achievements added
  • Governor Priorities updated with more options and revised effects
  • --- Will have significant impacts on AI faction actions
  • Improved AI faction facility build sequences
  • Improved AI invasion code
  • UI updates
  • --- Land Department renamed to Recon Department
  • --- Quit options added
  • --- Planet Popup contents update
  • --- Improvements to battlegroup assignment controls on orders panel
  • --- Game Options menu re-sorted and cleaned up
  • --- List expand/collapse arrows added for better feedback
  • --- Faction emblem shown on alert messages
  • Updates to player feedback and help system
  • More tutorial fixes and balance changes
  • At galaxy level, units in battlegroups are no longer shown individually, just their battlegroups
  • Balance changes to what actions are triggered at which initiative levels
  • Merchant AI ship movement adjusted (move faster, FTL closer)
  • Unit pathing around stars updated (no more star diving)
  • Fixes to galaxy generation outer edge positions
  • Various sounds effect updates, include lots of space Pew Pews
  • Various fixes to models and textures
  • Fixes to ship upgrade components gained from researching improvement techs
  • Minor fixes to galaxy shroud - ongoing work as bugs remain
  • Minor updates to combat VFX
  • Fixed bug where beacons could be given orders
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Squeezed in a few more fixes, specifically improved the map seam at planet level.

FastTrack v.902:
  • Map Seam improvement
  • Minor VFX update
  • Planet Popup ongoing fixes
  • Fixed bug that broke resupplying units from transport ships (Visual Studio Compiler error)
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

A few more quick fixes. We've also added an "automate" option to the unit details popup, the orders panel, and unit Rules of Engagement. When clicked, it puts the selected unit(s) under full Governor controls. Clicking the button again will return them to player control. Because of this new option, we've decreased the default space initiative to none. Players will need to either select automation or increase initiative if they want the Governor to move around their space units. Land and Air units do still default to some Governor control.

There was briefly a 904 available, its changes are included here;

FastTrack v.907:
  • New option - Automate Unit
  • Decreased default space initiative to none
  • Survey progress shown in 25% increments
  • Fix to conquest of pirate faction
  • Fixed Ore Harvester Minions going to unsurveyed asteroids
  • Fixes to various alert messages
  • Minor graphics fixes to UI and 3D meshes
  • Minor VFX updates
  • Translation updates
FastTrack v.904:
  • Fixes to Merchant marine getting stuck
  • Procgen fixes to avoid piers on lakes
  • AI fixes to request responses
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